Vibrating rectangles
- Task
- Draw at least 20 rectangles with a common center, to be more precise, the circumcenter of all the rectangles must coincide. None of the rectangles must touch or intersect any other rectangle.
- Animate the colours of the rectangles by fading in the colour from the outermost rectangle to the innermost.
- The animation loop can continue for a definite number of iterations or forever.
Create Vibrating rectangles
Action!
PROC DrawRectangles()
BYTE i,x1,y1,x2,y2
x1=40 y1=8 x2=119 y2=87
FOR i=1 TO 20
DO
Plot(x1,y1)
DrawTo(x2,y1)
DrawTo(x2,y2)
DrawTo(x1,y2)
DrawTo(x1,y1)
x1==+2 y1==+2
x2==-2 y2==-2
OD
RETURN
PROC Main()
BYTE CH=$02FC
BYTE hue,lum
Graphics(7+16)
Color=1
DO
IF Color=1 THEN
Color=2
ELSE
Color=1
FI
hue=Rand(16)
lum=Rand(8)*2
SetColor(Color-1,hue,lum)
DrawRectangles()
UNTIL CH#$FF
OD
CH=$FF
RETURN
- Output:
Screenshot from Atari 8-bit computer
Ada
The solution below relies on `Rasters`, a work-in-progress custom package not listed here. It generates many frames and outputs them in PPM format. From there one can use several tools to generate the following image (and they could be generated from the program as well by invoking those system commands).
-- modern Ada
pragma Ada_2022;
-- extra-modern Ada ;-)
pragma Extensions_Allowed (On);
-- imports
with Rasters;
procedure Vibrating_Rectangles is
Dimension : constant Positive := 256;
-- canvas size
Step : constant Positive := Integer'Max (1, 256 / (Dimension / 2));
-- amount to step the color each frame
package R is new Rasters.RGB_Raster
(Width => Dimension, Height => Dimension);
-- initialize a new raster handling package with the desired dimension
Raster : R.Raster;
-- the raster itself
-- we'll write onto one canvas, since that will suffice
begin
-- first clear it
Raster.Choose_Pen (R.Colors.White);
Raster.Clear;
-- now draw onto it
-- we will fade blue boxes in (1 * Dimension),
-- then fade them out (1 * Dimension), giving 2 * Dimension
for Ith in 1 .. 2 * Dimension loop
if Ith <= Dimension then -- fade in
-- Jth mod 2 = 0 draws every other rectangle
for Jth in 1 .. Natural'Min (Ith, Dimension / 2) when Jth mod 2 = 0
loop
-- this mildly complicated formula fades from outermost rectangle in
Raster.Choose_Pen
((Red | Green => Integer'Max (0, 255 - (Ith - Jth + 1) * Step),
others => 255));
Raster.Move_To ((Col => Jth, Row => Jth));
Raster.Draw_Rectangle_To
((Col => Dimension - Jth + 1, Row => Dimension - Jth + 1));
end loop;
else -- fade out
for Jth in
1 .. Natural'Min (Ith - Dimension, Dimension / 2) when Jth mod 2 = 0
loop
Raster.Choose_Pen
((Red | Green =>
Integer'Min (255, ((Ith - Dimension) - Jth + 1) * Step),
others => 255));
Raster.Move_To ((Col => Jth, Row => Jth));
Raster.Draw_Rectangle_To
((Col => Dimension - Jth + 1, Row => Dimension - Jth + 1));
end loop;
end if;
-- save individual frames to combine into an animation
declare
Suffix : String := "_0000";
-- appended to output filenames
To_Suffix : constant String := Ith'Image;
-- Ada's 'Image attribute sticks a space before positive numbers alas
-- that requires us to handle the suffixes a little delicately
begin
for Jth in reverse 1 .. To_Suffix'Length loop
if To_Suffix (Jth) /= ' ' then
Suffix (Suffix'Length - (To_Suffix'Length - Jth)) :=
To_Suffix (Jth);
end if;
end loop;
Raster.Save ("frame" & Suffix & ".ppm", R.PPM);
end;
end loop;
end Vibrating_Rectangles;
AutoHotkey
Requires Gdip Library
Vibrating_rectangles()
OnExit, Exit
return
Vibrating_rectangles(){
global
pToken := Gdip_Startup()
colors := ["0xFFFF0000", "0xFF00FF00", "0xFF0000FF", "0xFFFFFF00", "0xFF00FFFF", "0xFFFF00FF", "0xFFC0C0C0"
, "0xFF808080", "0xFF800000", "0xFF808000", "0xFF008000", "0xFF800080", "0xFF008080", "0xFF000080"]
Gdip1(320, 320)
loop
{
x := y := 10, w := h := 300
color := Colors[Mod(A_Index-1, 14) + 1]
pPen := Gdip_CreatePen(color, 2)
loop 20
{
if GetKeyState("Esc", "P")
ExitApp
Gdip_DrawRectangle(G, pPen, x, y, w, h)
x += 10, y += 10, w -= 20, h -= 20
UpdateLayeredWindow(hwnd, hdc)
Sleep 20
}
Sleep 200
}
UpdateLayeredWindow(hwnd, hdc)
}
;----------------------------------------------------------------
Gdip1(w:=0, h:=0){
global
w := w ? w : A_ScreenWidth
h := h ? h : A_ScreenHeight
x := A_ScreenWidth/2 - w/2
y := A_ScreenHeight/2 - h/2
Gui, gdip1: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, gdip1: Show, w%w% h%h% x%x% y%y%
hwnd := WinExist()
hbm := CreateDIBSection(w, h)
hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm)
G := Gdip_GraphicsFromHDC(hdc)
Gdip_SetSmoothingMode(G, 4)
pBrush := Gdip_BrushCreateSolid("0xFF000000")
Gdip_FillRoundedRectangle(G, pBrush, 0, 0, w, h, 5)
Gdip_DeleteBrush(pBrush)
UpdateLayeredWindow(hwnd, hdc)
OnMessage(0x201, "WM_LBUTTONDOWN")
}
;----------------------------------------------------------------
Gdip2(){
global
SelectObject(hdc, obm)
DeleteObject(hbm)
DeleteDC(hdc)
Gdip_DeleteGraphics(G)
Gdip_Shutdown(pToken)
}
;----------------------------------------------------------------
WM_LBUTTONDOWN(){
PostMessage, 0xA1, 2
}
;----------------------------------------------------------------
Exit:
gdip2()
ExitApp
Return
;----------------------------------------------------------------
BASIC
AmigaBASIC
Thirty rectangles are drawn (on a 32-color, PAL-resolution screen) and then their colors are animated using palette animation.
SCREEN 1,320,256,5,1
WINDOW 2,"Vibrating rectangles",,0,1
FOR z=1 TO 30
LINE (5*z,4*z)-(310-5*z,240-4*z),31-z,b
NEXT
WHILE INKEY$=""
FOR o=0 TO 29
FOR z=1 TO 30
c=(o+z) MOD 30
PALETTE z,c/30,0,c/30
NEXT
NEXT
WEND
SCREEN CLOSE 1
- Output:
BASIC256
ancho = 200 : alto = ancho
graphsize ancho, alto
clg
while not keypressed(16777216) #ESCape
color rgb(rand * 255, rand * 255, rand * 255), 0
for sz = 2 to ancho step 4
rect (sz, sz, ancho - sz*2, alto - sz*2)
pause 0.05
next sz
end while
FreeBASIC
Const ancho = 400, alto = ancho
Screenres ancho, alto, 16
Windowtitle "Rosetta Code Vibrating rectangles"
Cls
Do
Color Rgb(Rnd * 255, Rnd * 255, Rnd * 255)
For sz As Integer = 2 To ancho Step 4
Line (sz, sz) - (ancho - sz, alto - sz),, B
Sleep 40
Next sz
Loop Until Inkey = Chr(27) 'ESC
True BASIC
SET WINDOW -90, 90, -90, 90
DO
SET COLOR INT(RND * 15)
FOR i = 2 to 90 step 4
BOX LINES i, 45-i, i, 45-i
PAUSE .2
NEXT i
LOOP
END
C
Dimensions of the rectangles, their number and the animation delay can be configured. Requires the WinBGIm library.
/*Abhishek Ghosh, 15th September 2018*/
#include<graphics.h>
void vibratingRectangles(int winWidth,int winHeight,int leastLength,int leastWidth,int num, int msec)
{
int color = 1,i,x = winWidth/2, y = winHeight/2;
while(!kbhit()){
setcolor(color++);
for(i=num;i>0;i--){
rectangle(x - i*leastLength,y - i*leastWidth,x + i*leastLength,y + i*leastWidth);
delay(msec);
}
if(color>MAXCOLORS){
color = 1;
}
}
}
int main()
{
initwindow(1000,1000,"Vibrating Rectangles...");
vibratingRectangles(1000,1000,30,15,20,500);
closegraph();
return 0;
}
Delphi
The program works by drawing a rectangle the size of the window and then shrinking it using the Windows InflateRect API call. Each time the rectangle shrinks, it steps through a 48 entry color palette. Each time the program goes through the color palette, it offsets the palette index by one, which causes the color pattern to move inward continously. By allowing the rectangle to shrink past zero, it turns inside out and give the exotic pattern seen in the image.
const ColorMap47: array [0..46] of TColor = (
0 or (0 shl 8) or (0 shl 16),
255 or (224 shl 8) or (224 shl 16),
255 or (212 shl 8) or (212 shl 16),
255 or (169 shl 8) or (169 shl 16),
255 or (127 shl 8) or (127 shl 16),
255 or (84 shl 8) or (84 shl 16),
255 or (42 shl 8) or (42 shl 16),
255 or (0 shl 8) or (0 shl 16),
255 or (13 shl 8) or (0 shl 16),
255 or (26 shl 8) or (0 shl 16),
255 or (40 shl 8) or (0 shl 16),
255 or (53 shl 8) or (0 shl 16),
255 or (67 shl 8) or (0 shl 16),
255 or (80 shl 8) or (0 shl 16),
255 or (93 shl 8) or (0 shl 16),
255 or (107 shl 8) or (0 shl 16),
255 or (120 shl 8) or (0 shl 16),
255 or (134 shl 8) or (0 shl 16),
255 or (147 shl 8) or (0 shl 16),
255 or (161 shl 8) or (0 shl 16),
255 or (174 shl 8) or (0 shl 16),
255 or (187 shl 8) or (0 shl 16),
255 or (201 shl 8) or (0 shl 16),
255 or (214 shl 8) or (0 shl 16),
255 or (228 shl 8) or (0 shl 16),
255 or (241 shl 8) or (0 shl 16),
255 or (255 shl 8) or (0 shl 16),
236 or (248 shl 8) or (0 shl 16),
218 or (242 shl 8) or (0 shl 16),
200 or (235 shl 8) or (0 shl 16),
183 or (229 shl 8) or (0 shl 16),
167 or (223 shl 8) or (0 shl 16),
151 or (216 shl 8) or (0 shl 16),
136 or (210 shl 8) or (0 shl 16),
122 or (204 shl 8) or (0 shl 16),
108 or (197 shl 8) or (0 shl 16),
95 or (191 shl 8) or (0 shl 16),
83 or (185 shl 8) or (0 shl 16),
71 or (178 shl 8) or (0 shl 16),
60 or (172 shl 8) or (0 shl 16),
49 or (166 shl 8) or (0 shl 16),
39 or (159 shl 8) or (0 shl 16),
30 or (153 shl 8) or (0 shl 16),
22 or (147 shl 8) or (0 shl 16),
14 or (140 shl 8) or (0 shl 16),
6 or (134 shl 8) or (0 shl 16),
0 or (128 shl 8) or (0 shl 16));
procedure DrawVibratingRectangles(Image: TImage);
var StartRect,WR: TRect;
const PenSize = 2;
var I,J,Offset: integer;
begin
StartRect:=Rect(0,0,Image.Width,Image.Height);
Image.Canvas.Pen.Width:=PenSize;
Image.Canvas.Brush.Style:=bsClear;
Offset:=0;
{Run for 100 seconds}
for J:=0 to 1000 do
begin
{Start with Window-sized rect}
WR:=StartRect;
for I:=0 to 100 do
begin
{Draw rectangle}
Image.Canvas.Pen.Color:=ColorMap47[(I+Offset) mod Length(ColorMap47)];
Image.Canvas.Rectangle(WR);
{Shrink rect by twice the pen width}
InflateRect(WR,-PenSize*2,-PenSize*2);
end;
Image.Repaint;
Inc(Offset);
Application.ProcessMessages;
if AbortFlag or Application.Terminated then break;
Sleep(100);
end;
end;
- Output:
Elapsed Time: 14.692 Sec.
EasyLang
on timer
sz -= 2
if sz < 0
sz = 49
color random 1000 - 1
.
move 50 - sz 50 - sz
line 50 + sz 50 - sz
line 50 + sz 50 + sz
line 50 - sz 50 + sz
line 50 - sz 50 - sz
timer 0.2
.
timer 0
Factor
USING: accessors calendar colors.constants combinators kernel
locals math math.vectors opengl timers ui ui.gadgets
ui.gadgets.worlds ui.pens.solid ui.render ;
IN: rosetta-code.vibrating-squares
TUPLE: vibrating < gadget
{ old-color initial: COLOR: black }
{ new-color initial: COLOR: red }
{ frame initial: 0 } ;
DEFER: on-tick
: <vibrating-gadget> ( -- gadget )
vibrating new COLOR: black <solid> >>interior COLOR: red
>>new-color COLOR: black >>old-color dup [ on-tick ] curry f
250 milliseconds <timer> start-timer ;
M: vibrating pref-dim* drop { 420 420 } ;
: draw-squares ( loc dim n -- loc' dim' )
[ 2dup gl-rect [ { 10 10 } v+ ] [ { -20 -20 } v+ ] bi* ]
times ;
M:: vibrating draw-gadget* ( GADGET -- )
GADGET frame>> 20 mod :> n
GADGET new-color>> gl-color
{ 10 10 } { 400 400 } n draw-squares
GADGET old-color>> gl-color
20 n - draw-squares 2drop ;
:: on-tick ( GADGET -- )
GADGET relayout-1
GADGET [ 1 + ] change-frame frame>> 20 mod zero? [
GADGET new-color>> GADGET old-color<<
GADGET new-color>> {
{ COLOR: red [ COLOR: green ] }
{ COLOR: green [ COLOR: blue ] }
[ drop COLOR: red ]
} case GADGET new-color<<
] when ;
MAIN-WINDOW: vibrating-squares
{
{ title "Vibrating Squares" }
{ window-controls
{ normal-title-bar close-button minimize-button } }
} <vibrating-gadget> >>gadgets ;
FutureBasic
Note: The compiled macOS app runs faster than the attached GIF with a smoother fade.
_window = 1
void local fn BuildWindow
block NSUInteger i = 0
block double red, green, blue
block CGRect r = fn CGRectMake( 0, 0, 410, 410 )
window _window, @"Vibrating Rectangles", r, NSWindowStyleMaskTitled + NSWindowStyleMaskClosable + NSWindowStyleMaskMiniaturizable
r = fn CGRectMake( 20, 20, 360, 360 )
timerbegin, 0.3, YES
i++
cln red = (((double)arc4random()/0x100000000));
cln green = (((double)arc4random()/0x100000000));
cln blue = (((double)arc4random()/0x100000000));
timerbegin, 0.2, NO
rect fill r, fn ColorWithRGB( red, green, blue, 1.0 )
timerend
rect fill r, fn ColorWithRGB( 0.3, 0.3, 0.3, 1.0 )
r = fn CGRectInset( r, 3, 3 )
if i mod 60 == 0 then r = fn CGRectMake( 20, 20, 360, 360 )
timerend
end fn
void local fn DoDialog( ev as long, tag as long, wnd as long )
select ( ev )
case _windowWillClose : end
end select
end fn
random
on dialog fn DoDialog
fn BuildWindow
HandleEvents
File:Vibrating Rectangles FutureBasic.gif
Second demo
_window = 1
void local fn BuildWindow
block CGRect r = fn CGRectMake( 0, 0, 410, 410 )
window _window, @"Vibrating Rectangles", r, NSWindowStyleMaskTitled + NSWindowStyleMaskClosable + NSWindowStyleMaskMiniaturizable
WindowSetBackgroundColor( _window, fn ColorWhite )
WindowSubclassContentView( _window )
end fn
void local fn AnimateRectangles
timerbegin, 0.06, YES
ViewSetNeedsDisplay( _windowContentViewTag )
timerend
end fn
void local fn ViewDrawRect( tag as long )
static long rectNum
static long prevColID, colID
if ( colID == 0 ) then colID = 2
ColorRef prevCol = fn ColorWithConstant( prevColID )
ColorRef col = fn ColorWithConstant( colID )
CGRect r = fn ViewBounds( tag )
for long i = 0 to 24
r = fn CGRectInset( r, 8, 8 )
if ( i < rectNum )
BezierPathStrokeRect( r, 2, col )
else
BezierPathStrokeRect( r, 2, prevCol )
end if
next
rectNum++
if ( rectNum > 24 )
rectNum = 0
prevColID = colID
colID++
if ( colID > 7 ) then colID = 2
end if
end fn
void local fn DoDialog( ev as long, tag as long, wnd as long )
select ( ev )
case _viewDrawRect : fn ViewDrawRect( tag )
case _windowWillClose : end
end select
end fn
on dialog fn DoDialog
fn BuildWindow
fn AnimateRectangles
HandleEvents
Go
This uses Go's 'image' packages in its standard library to create an animated GIF.
When played this is somewhat similar to the Python entry except that it uses a 7 (rather than 6) color palette and repeats indefinitely.
Although the .gif works fine in Firefox it might not do so in EOG due to optimizations made during its creation. If so, then the following ImageMagick command should fix it:
$ convert vibrating.gif -coalesce vibrating2.gif $ eog vibrating2.gif
package main
import (
"image"
"image/color"
"image/gif"
"log"
"os"
)
var (
black = color.RGBA{0, 0, 0, 255}
red = color.RGBA{255, 0, 0, 255}
green = color.RGBA{0, 255, 0, 255}
blue = color.RGBA{0, 0, 255, 255}
magenta = color.RGBA{255, 0, 255, 255}
cyan = color.RGBA{0, 255, 255, 255}
yellow = color.RGBA{255, 255, 0, 255}
white = color.RGBA{255, 255, 255, 255}
)
var palette = []color.Color{red, green, blue, magenta, cyan, yellow, white, black}
func hline(img *image.Paletted, x1, y, x2 int, ci uint8) {
for ; x1 <= x2; x1++ {
img.SetColorIndex(x1, y, ci)
}
}
func vline(img *image.Paletted, x, y1, y2 int, ci uint8) {
for ; y1 <= y2; y1++ {
img.SetColorIndex(x, y1, ci)
}
}
func setBackgroundColor(img *image.Paletted, w, h int, ci uint8) {
for x := 0; x < w; x++ {
for y := 0; y < h; y++ {
img.SetColorIndex(x, y, ci)
}
}
}
func drawRectangle(img *image.Paletted, x1, y1, x2, y2 int, ci uint8) {
hline(img, x1, y1, x2, ci)
hline(img, x1, y2, x2, ci)
vline(img, x1, y1, y2, ci)
vline(img, x2, y1, y2, ci)
}
func main() {
const nframes = 140
const delay = 10 // 100ms
width, height := 500, 500
anim := gif.GIF{LoopCount: nframes}
rect := image.Rect(0, 0, width, height)
for c := uint8(0); c < 7; c++ {
for f := 0; f < 20; f++ {
img := image.NewPaletted(rect, palette)
setBackgroundColor(img, width, height, 7) // black background
for r := 0; r < 20; r++ {
ix := c
if r < f {
ix = (ix + 1) % 7
}
x := width * (r + 1) / 50
y := height * (r + 1) / 50
w := width - x
h := height - y
drawRectangle(img, x, y, w, h, ix)
}
anim.Delay = append(anim.Delay, delay)
anim.Image = append(anim.Image, img)
}
}
file, err := os.Create("vibrating.gif")
if err != nil {
log.Fatal(err)
}
defer file.Close()
if err2 := gif.EncodeAll(file, &anim); err != nil {
log.Fatal(err2)
}
}
J
NB. warning: overwrites /tmp/10[0-3][0-9].jpg NB. and /tmp/r.gif NB. uses imagemagic convert and a browser to display the animation. NB. works on linux NB. https://rosettacode.org/wiki/Ulam_spiral_(for_primes)#J require'jpeg' spiral =: ,~ $ [: /: }.@(2 # >:@i.@-) +/\@# <:@+: $ (, -)@(1&,) ulamspiral =: *: - spiral NB. Corners are the squares of every other odd number. NB. Rectangles ulams with first column < and <: second column of CORNERS [CORNERS=: *: 1 2 p. i. _20 2 5929 6241 5329 5625 4761 5041 4225 4489 3721 3969 3249 3481 2809 3025 2401 2601 2025 2209 1681 1849 1369 1521 1089 1225 841 961 625 729 441 529 289 361 169 225 81 121 25 49 1 9 NB. S is a sufficiently large Ulam spiral matrix S=: ulamspiral 81 NB. A are 20 Boolean bitmaps of squares A =: CORNERS ((> {.)~ *. (<: {:)~)"1 _ S NB. B is a bitmap of all the squares B =: +/ A NB. C is a running sum. first 6 upper left corners shown <"2 ] 6 10 10 {. C =: B +"2 +/\ A ┌───────────────────┬───────────────────┬───────────────────┬───────────────────┬───────────────────┬───────────────────┐ │0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│0 0 0 0 0 0 0 0 0 0│ │0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│0 2 2 2 2 2 2 2 2 2│ │0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│0 2 0 0 0 0 0 0 0 0│ │0 2 0 1 1 1 1 1 1 1│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│0 2 0 2 2 2 2 2 2 2│ │0 2 0 1 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│0 2 0 2 0 0 0 0 0 0│ │0 2 0 1 0 1 1 1 1 1│0 2 0 2 0 1 1 1 1 1│0 2 0 2 0 2 2 2 2 2│0 2 0 2 0 2 2 2 2 2│0 2 0 2 0 2 2 2 2 2│0 2 0 2 0 2 2 2 2 2│ │0 2 0 1 0 1 0 0 0 0│0 2 0 2 0 1 0 0 0 0│0 2 0 2 0 2 0 0 0 0│0 2 0 2 0 2 0 0 0 0│0 2 0 2 0 2 0 0 0 0│0 2 0 2 0 2 0 0 0 0│ │0 2 0 1 0 1 0 1 1 1│0 2 0 2 0 1 0 1 1 1│0 2 0 2 0 2 0 1 1 1│0 2 0 2 0 2 0 2 2 2│0 2 0 2 0 2 0 2 2 2│0 2 0 2 0 2 0 2 2 2│ │0 2 0 1 0 1 0 1 0 0│0 2 0 2 0 1 0 1 0 0│0 2 0 2 0 2 0 1 0 0│0 2 0 2 0 2 0 2 0 0│0 2 0 2 0 2 0 2 0 0│0 2 0 2 0 2 0 2 0 0│ │0 2 0 1 0 1 0 1 0 1│0 2 0 2 0 1 0 1 0 1│0 2 0 2 0 2 0 1 0 1│0 2 0 2 0 2 0 2 0 1│0 2 0 2 0 2 0 2 0 2│0 2 0 2 0 2 0 2 0 2│ └───────────────────┴───────────────────┴───────────────────┴───────────────────┴───────────────────┴───────────────────┘ NB. D is C catenated to itself with the ones and twos swapped. D=: (, ]`(0,2,:1"0)}) C NB. E is the 40 matrices with ID, in 3 levels E=: (;"2 0 (1000 + i.@#))@:(*&16b301070) D NB. overwrite the files then get some help from the shell empty@:(writejpeg('.jpg' ,~ '/tmp/' , ":))&>/"1 E 2!:0'convert -resize 600% /tmp/10[0-3][0-9].jpg -delay 10 -loop 0 /tmp/r.gif' echo 'please view the animation /tmp/r.gif in chrome browser'
JavaScript
HTML you'll need for testing
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <title>Vibrating rectangles</title> <meta name="viewport" content="width=device-width, initial-scale=1"> <style> body{background-color:black;text-align:center;margin-top:150px} </style> <script src="vibRects.js"></script> </head> <body onload="start()"> <div id='wnd'></div> </body> </html>
const SIZE = 400, WAIT = .025;
class VibRects {
constructor() {
this.wait = WAIT;
this.colorIndex = 0;
this.dimension = 5;
this.lastTime = 0;
this.accumulator = 0;
this.deltaTime = 1 / 60;
this.colors = ["#ff0000", "#ff8000", "#ffff00", "#80ff00", "#00ff00", "#00ff80",
"#00ffff", "#0080ff", "#0000ff", "#8000ff", "#ff00ff", "#ff0080"];
this.canvas = document.createElement('canvas');
this.canvas.width = SIZE;
this.canvas.height = SIZE;
const d = document.getElementById("wnd");
d.appendChild(this.canvas);
this.ctx = this.canvas.getContext('2d');
for(let d = this.dimension; d < SIZE / 2; d += 10) {
this.draw("#404040", d);
}
}
draw(clr, d) {
this.ctx.strokeStyle = clr;
this.ctx.beginPath();
this.ctx.moveTo(d, d);
this.ctx.lineTo(SIZE - d, d);
this.ctx.lineTo(SIZE - d, SIZE - d);
this.ctx.lineTo(d, SIZE - d);
this.ctx.closePath();
this.ctx.stroke();
}
update(dt) {
if((this.wait -= dt) < 0) {
this.draw(this.colors[this.colorIndex], this.dimension);
this.wait = WAIT;
if((this.dimension += 10) > SIZE / 2) {
this.dimension = 5;
this.colorIndex = (this.colorIndex + 1) % this.colors.length;
}
}
}
start() {
this.loop = (time) => {
this.accumulator += (time - this.lastTime) / 1000;
while(this.accumulator > this.deltaTime) {
this.accumulator -= this.deltaTime;
this.update(Math.min(this.deltaTime));
}
this.lastTime = time;
requestAnimationFrame(this.loop);
}
this.loop(0);
}
}
function start() {
const vibRects = new VibRects();
vibRects.start();
}
Julia
using Gtk, Graphics, Colors
const height, width, x0, y0 = 480, 640, 320, 240
const can = @GtkCanvas()
const win = GtkWindow(can, "Vibrating Rectangles", width, height)
const colrs = colormap("rdBu")
const sizes = collect(2:4:div(width, 2))
const params = [1, 2]
draw(can) do widget
ctx = getgc(can)
set_line_width(ctx, 1)
c = colrs[params[1]]
set_source_rgb(ctx, c.r, c.g, c.b)
i = sizes[params[2]]
rectangle(ctx, x0 - i, y0 - i, 2i, div(8i, 3))
stroke(ctx)
end
while true
params[1] = params[1] % 99 + 1
params[2] = params[2] % (length(sizes) - 1) + 1
draw(can)
show(can)
sleep(0.25)
end
Nim
Should work on any platform where Gtk is available. Tested on Linux.
import sugar
import gintro/[gobject, gdk, gtk, gio, cairo]
import gintro/glib except Pi
const
Width = 640
Height = 480
X0 = Width div 2 - 1
Y0 = Height div 2 - 1
Colors = [(0.0, 0.0, 0.0), (255.0, 0.0, 0.0), (0.0, 255.0, 0.0), (0.0, 0.0, 255.0),
(255.0, 0.0, 255.0), (0.0, 255.0, 255.0), (255.0, 255.0, 0.0), (255.0, 255.0, 255.0)]
Sizes = collect(newSeq, for size in countdown(Width, 4, 16): float(size))
type
# Description of the simulation.
Simulation = ref object
area: DrawingArea # Drawing area.
isize: Natural # Size index.
icolor: Natural # Color index.
#---------------------------------------------------------------------------------------------------
proc newSimulation(area: DrawingArea): Simulation =
## Allocate and initialize the simulation object.
new(result)
result.area = area
result.isize = 0
#---------------------------------------------------------------------------------------------------
proc draw(sim: Simulation; context: cairo.Context) =
## Draw the rectangles.
context.setSource(Colors[sim.icolor])
let width = Sizes[sim.isize]
let height = width * 3 / 4
context.rectangle(X0 - width * 0.5, Y0 - height * 0.5, width, height)
context.stroke()
#---------------------------------------------------------------------------------------------------
proc update(sim: Simulation): gboolean =
## Update the simulation state.
sim.isize = (sim.isize + 1) mod Sizes.len
if sim.isize == 0:
# Change color for next cycle.
sim.icolor = (sim.icolor + 1) mod Colors.len
sim.draw(sim.area.window.cairoCreate())
result = gboolean(1)
#---------------------------------------------------------------------------------------------------
proc activate(app: Application) =
## Activate the application.
let window = app.newApplicationWindow()
window.setSizeRequest(Width, Height)
window.setTitle("Vibrating rectangles")
let area = newDrawingArea()
window.add(area)
let sim = newSimulation(area)
timeoutAdd(40, update, sim)
window.showAll()
#———————————————————————————————————————————————————————————————————————————————————————————————————
let app = newApplication(Application, "Rosetta.vibrating_rectangles")
discard app.connect("activate", activate)
discard app.run()
Objeck
Uses SLD2 libraries and 80's neon colors.
use Game.SDL2;
use Game.Framework;
class Vibrating {
@framework : GameFramework;
@rec_offset : Int;
@rec_colors : Color[];
@rec_color_index : Int;
function : Main(args : String[]) ~ Nil {
vibrating := Vibrating->New();
vibrating->Run();
}
New() {
@framework := GameFramework->New(GameConsts->SCREEN_WIDTH, GameConsts->SCREEN_HEIGHT, "Vibrating Rectangles");
@framework->SetClearColor(Color->New(0, 0, 0));
@rec_colors := Color->New[5];
@rec_colors[0] := Color->New(255, 240, 1);
@rec_colors[1] := Color->New(253, 25, 153);
@rec_colors[2] := Color->New(153, 252, 32);
@rec_colors[3] := Color->New(0, 230, 254);
@rec_colors[4] := Color->New(161, 14, 236);
}
method : Run() ~ Nil {
if(@framework->IsOk()) {
e := @framework->GetEvent();
frame_count := 0;
quit := false;
while(<>quit) {
@framework->FrameStart();
# process input
while(e->Poll() <> 0) {
if(e->GetType() = EventType->SDL_QUIT) {
quit := true;
};
};
Render(frame_count);
@framework->FrameEnd();
frame_count += 1;
if(frame_count >= @framework->GetFps()) {
frame_count := 0;
};
};
}
else {
"--- Error Initializing Environment ---"->ErrorLine();
return;
};
leaving {
@framework->Quit();
};
}
method : Render(frame_count : Int) ~ Nil {
# rectangle offsets
if(frame_count % GameConsts->REC_REFRESH = 0) {
@rec_offset += 1;
if(@rec_offset >= GameConsts->REC_MAX) {
@rec_offset := 0;
@rec_color_index += 1;
};
};
# rectangle colors
first_color := @rec_colors[@rec_color_index];
second_color : Color;
if(@rec_color_index + 1 < @rec_colors->Size()) {
second_color := @rec_colors[@rec_color_index + 1];
}
else {
second_color := @rec_colors[0];
@rec_color_index := 0;
};
@framework->Clear();
for(i := 1; i < GameConsts->REC_MAX; i += 1;) {
if(i < @rec_offset) {
DrawRectangle(i, first_color);
}
else {
DrawRectangle(i, second_color);
};
};
@framework->Show();
}
method : DrawRectangle(step : Int, color : Color) ~ Nil {
x := step * GameConsts->REC_DIST; w := GameConsts->SCREEN_WIDTH - x * 2;
y := step * GameConsts->REC_DIST; h := GameConsts->SCREEN_HEIGHT - y * 2;
renderer := @framework->GetRenderer();
renderer->SetDrawColor(color->GetR(), color->GetG(), color->GetB(), 0);
renderer->DrawRect(Rect->New(x, y, w, h));
renderer->DrawRect(Rect->New(x + 1, y + 1, w - 2, h - 2));
renderer->DrawRect(Rect->New(x + 2, y + 2, w - 4, h - 4));
}
}
consts GameConsts {
SCREEN_WIDTH := 640,
SCREEN_HEIGHT := 480,
REC_DIST := 12,
REC_MAX := 20,
REC_REFRESH := 15
}
Perl
Using the core module Time::HiRres
to get sub-second sleep
use utf8;
binmode STDOUT, ":utf8";
use Time::HiRes qw(sleep);
%r = ('tl' => qw<┌>, 'tr' => qw<┐>, 'h' => qw<─>, 'v' => qw<│>, 'bl' => qw<└>, 'br' => qw<┘>);
@colors = ("\e[1;31m", "\e[1;32m", "\e[1;33m", "\e[1;34m", "\e[1;35m", "\e[1;36m");
print "\e[?25l"; # hide the cursor
$SIG{INT} = sub { print "\e[0H\e[0J\e[?25h"; exit; }; # clean up on exit
while (1) {
@c = palette() unless $n % 16;
rect($_, 31-$_) for 0..15;
display(@vibe);
sleep .20;
push @c, $c[0]; shift @c;
$n++;
}
sub palette {
my @c = sort { -1 + 2*int(rand 2) } @colors;
($c[0], $c[1], $c[2]) x 12;
}
sub rect {
my ($b, $e) = @_;
my $c = $c[$b % @c];
my @bb = ($c.$r{tl}, (($r{h})x($e-$b-1)), $r{tr}."\e[0m");
my @ee = ($c.$r{bl}, (($r{h})x($e-$b-1)), $r{br}."\e[0m");
$vibe[$b][$_] = shift @bb for $b .. $e;
$vibe[$e][$_] = shift @ee for $b .. $e;
$vibe[$_][$b] = $vibe[$_][$e] = $c.$r{v}."\e[0m" for $b+1 .. $e-1;
}
sub display {
my(@rect) = @_;
print "\e[0H\e[0J\n\n";
for my $row (@rect) {
print "\t\t\t";
print $_ // ' ' for @$row;
print "\n";
}
}
Phix
You can run this online here.
-- -- demo\rosetta\vibrect.exw -- ======================== -- -- Draws concentric rectangles in random colours to simulate vibration. -- Press +/- to increase/decrease the number of rectangles being drawn. -- Resizing the window, as it turns out, achieves much the same effect -- as +/-, only much quicker (by increasing/decreasing the spacing). -- with javascript_semantics integer numrects = 125 -- (max non-touching for a height of 500) include pGUI.e Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas function redraw_cb(Ihandle /*ih*/) integer {w,h} = IupGetIntInt(canvas, "DRAWSIZE") atom dw = w/(numrects*2+1), dh = h/(numrects*2+1) cdCanvasActivate(cddbuffer) for i=1 to numrects do cdCanvasSetForeground(cddbuffer,rand(#FFFFFF)) atom wd = i*dw, hd = i*dh cdCanvasRect(cddbuffer, wd, w-wd, hd, h-hd) end for cdCanvasFlush(cddbuffer) return IUP_DEFAULT end function function map_cb(Ihandle ih) cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) cdCanvasSetBackground(cddbuffer, CD_WHITE) cdCanvasSetForeground(cddbuffer, CD_BLACK) return IUP_DEFAULT end function function timer_cb(Ihandle /*ih*/) IupUpdate(canvas) return IUP_IGNORE end function function key_cb(Ihandle /*ih*/, atom c) if c=K_ESC then return IUP_CLOSE end if if c='+' or (c='-' and numrects>3) then numrects -= c-',' cdCanvasClear(cddbuffer) IupUpdate(canvas) end if return IUP_CONTINUE end function procedure main() IupOpen() canvas = IupCanvas("RASTERSIZE=602x502") IupSetCallbacks(canvas, {"MAP_CB", Icallback("map_cb"), "ACTION", Icallback("redraw_cb")}) dlg = IupDialog(canvas,`TITLE="Vibrating Rectangles"`) IupSetCallback(dlg, "KEY_CB", Icallback("key_cb")) IupShow(dlg) IupSetAttribute(canvas, "RASTERSIZE", NULL) -- release the minimum limitation Ihandle timer = IupTimer(Icallback("timer_cb"), 40) if platform()!=JS then IupMainLoop() IupClose() end if end procedure main()
Processing
//Aamrun, 3rd July 2022
int counter = 100;
void setup(){
size(1000,1000);
}
void draw(){
for(int i=0;i<20;i++){
fill(counter - 5*i);
rect(10 + 20*i,10 + 20*i,980 - 40*i,980 - 40*i);
}
counter++;
if(counter > 255)
counter = 100;
delay(100);
}
Python
import turtle
from itertools import cycle
from time import sleep
def rect(t, x, y):
x2, y2 = x/2, y/2
t.setpos(-x2, -y2)
t.pendown()
for pos in [(-x2, y2), (x2, y2), (x2, -y2), (-x2, -y2)]:
t.goto(pos)
t.penup()
def rects(t, colour, wait_between_rect=0.1):
for x in range(550, 0, -25):
t.color(colour)
rect(t, x, x*.75)
sleep(wait_between_rect)
tl=turtle.Turtle()
screen=turtle.Screen()
screen.setup(620,620)
screen.bgcolor('black')
screen.title('Rosetta Code Vibrating Rectangles')
tl.pensize(3)
tl.speed(0)
tl.penup()
tl.ht()
colours = 'red green blue orange white yellow'.split()
for colour in cycle(colours):
rects(tl, colour)
sleep(0.5)
- Output:
Hmm, maybe this?
Racket
Via big-bang.
#lang racket
(require 2htdp/image
2htdp/universe)
(define N 20)
(define SIZE 400)
(define OFFSET 80)
(define RATE 0.2)
;; a state is a pair of color index and position
(define colors '(red orange yellow green blue indigo violet))
(define (mod x) (modulo x (length colors)))
(big-bang (cons 0 (sub1 N))
[on-tick
(match-lambda
[(cons m 0) (cons (mod (add1 m)) (sub1 N))]
[(cons m n) (cons m (sub1 n))])
RATE]
[to-draw
(match-lambda
[(cons m n)
(apply
overlay
(append
(for/list ([i (in-range N 0 -1)])
(square (* i (/ (- SIZE OFFSET) N))
'outline
(if (> i n)
(list-ref colors (mod (add1 m)))
(list-ref colors m))))
(list (empty-scene SIZE SIZE 'black))))])])
Raku
(formerly Perl 6)
ANSI graphics
Ok. The task description is essentially non-existent. In looking at the reference implementation (Ring) it seems like we are supposed to draw a series of concentric rectangles and then alter the colors step-wise. No actual vibration apparent.
Could fire up a GUI but WTH, let's try it at a command line with ANSI.
Draws a series of concentric rectangles then rotates through the color palette. Every three seconds, chooses new random palette colors and reverses rotation direction.
# box drawing characters
my %r = :tl<┌>, :h<─>, :tr<┐>, :v<│>, :bl<└>, :br<┘>;
my @colors = « \e[1;31m \e[1;94m \e[1;33m \e[1;35m \e[1;36m \e[1;32m \e[1;34m »;
# color palette
my @c = flat @colors[0] xx 12, @colors[3] xx 12, @colors[2] xx 12;
print "\e[?25l"; # hide the cursor
signal(SIGINT).tap: {
print "\e[0H\e[0J\e[?25h"; # clean up on exit
exit;
}
my $rot = 1;
my @vibe;
loop {
rect($_, 31-$_) for ^15;
display @vibe;
@c.=rotate($rot);
if ++$ %% 30 {
@c = |@colors.pick(3);
@c = sort(flat @c xx 12);
$rot *= -1;
}
sleep .1;
}
sub rect ($b, $e) {
@vibe[$b;$b..$e] = @c[$b % @c]~%r<tl>, |((%r<h>) xx ($e - $b - 1)), %r<tr>~"\e[0m";
@vibe[$e;$b..$e] = @c[$b % @c]~%r<bl>, |((%r<h>) xx ($e - $b - 1)), %r<br>~"\e[0m";
($b ^..^ $e).map: { @vibe[$_;$b] = @vibe[$_;$e] = @c[$b % @c]~%r<v>~"\e[0m" }
}
sub display (@rect) {
print "\e[0H\e[0J\n\n";
for @rect -> @row {
print "\t\t\t";
print $_ // ' ' for @row;
print "\n";
}
}
See: Vibrating rectangles (.gif image)
SDL Animation
Fully animated SDL2 graphics lib version. Will adjust rendered rectangles to fill resized windows. Hit the space bar to toggle palette rotation direction.
use SDL2::Raw;
my $width = 1200;
my $height = 800;
SDL_Init(VIDEO);
my $window = SDL_CreateWindow(
'Vibrating rectangles',
SDL_WINDOWPOS_CENTERED_MASK,
SDL_WINDOWPOS_CENTERED_MASK,
$width, $height,
RESIZABLE
);
my $render = SDL_CreateRenderer($window, -1, ACCELERATED +| PRESENTVSYNC);
my $event = SDL_Event.new;
enum KEY_CODES (
K_SPACE => 44,
);
my $num = 80;
my @rgb = palette($num);
my ($cx, $cy);
my $dir = 1;
main: loop {
while SDL_PollEvent($event) {
my $casted_event = SDL_CastEvent($event);
given $casted_event {
when *.type == QUIT { last main }
when *.type == WINDOWEVENT {
if .event == 5 {
$width = .data1;
$height = .data2;
}
}
when *.type == KEYDOWN {
if KEY_CODES(.scancode) -> $comm {
given $comm {
when 'K_SPACE' { $dir *= -1; }
}
}
#say .scancode; # unknown key pressed
}
}
}
($cx, $cy) = $width div 2, $height div 2;
for 1..^$num {
my ($x, $y) = ($cx - ($width/2/$num*$_), $cy - ($height/2/$num*$_))».round;
my ($w, $h) = ($width/$num*$_, $height/$num*$_)».round;
SDL_SetRenderDrawColor($render, |@rgb[$_], 255);
SDL_RenderDrawRect($render, SDL_Rect.new(:x($x), :y($y), :w($w), :h($h)));
}
@rgb.=rotate($dir);
SDL_RenderPresent($render);
SDL_SetRenderDrawColor($render, 0, 0, 0, 0);
SDL_RenderClear($render);
}
SDL_Quit();
sub palette ($l) { (^$l).map: { hsv2rgb(($_ * 360/$l % 360)/360, 1, 1).list } };
sub hsv2rgb ( $h, $s, $v ){ # inputs normalized 0-1
my $c = $v * $s;
my $x = $c * (1 - abs( (($h*6) % 2) - 1 ) );
my $m = $v - $c;
my ($r, $g, $b) = do given $h {
when 0..^(1/6) { $c, $x, 0 }
when 1/6..^(1/3) { $x, $c, 0 }
when 1/3..^(1/2) { 0, $c, $x }
when 1/2..^(2/3) { 0, $x, $c }
when 2/3..^(5/6) { $x, 0, $c }
when 5/6..1 { $c, 0, $x }
}
( $r, $g, $b ).map: ((*+$m) * 255).Int
}
Ring
# Project : Vibrating rectangles
Load "guilib.ring"
color1 = new qcolor() { setrgb( 255,0,0,255 ) }
pen1 = new qpen() { setcolor(color1) setwidth(2) }
color2 = new qcolor() { setrgb( 0,255,0,255 ) }
pen2 = new qpen() { setcolor(color2) setwidth(2) }
color3 = new qcolor() { setrgb( 0,0,255,255 ) }
pen3 = new qpen() { setcolor(color3) setwidth(2) }
penArray = [pen1, pen2, pen3]
penNbr = 1
New qapp
{
win1 = new qwidget()
{
setwindowtitle("Drawing using QPixMap")
setgeometry(100,100,500,500)
label1 = new qlabel(win1)
{
setgeometry(10,10,500,500)
settext("")
}
Canvas = new qlabel(win1)
{
MonaLisa = new qPixMap2( 500,500)
color = new qcolor(){ setrgb(255,0,0,255) }
daVinci = new qpainter()
{
begin(MonaLisa)
}
setpixmap(MonaLisa)
}
nCounter = 0
oTimer = new qTimer(win1) {
setinterval(500)
settimeoutevent("DrawCounter()")
start()
}
show()
}
exec()
}
DrawCounter()
func DrawCounter()
nCounter++
if nCounter < 15
Draw(penArray[penNbr])
elseif nCounter % 15 = 0
nCounter = 0
penNbr++
if penNbr > 3
penNbr = 1
ok
Draw(penArray[penNbr])
ok
return
Func Draw(pen1)
daVinci.setpen(penArray[penNbr])
daVinci.drawrect(50+nCounter*10, 50+nCounter*10, 300-nCounter*20, 300-nCounter*20)
Canvas.setpixmap(MonaLisa)
win1.show()
return
Output:
Wren
import "graphics" for Canvas, Color
import "dome" for Window
var Palette = [
Color.red, Color.green, Color.blue, Color.orange,
Color.indigo, Color.pink, Color.yellow, Color.white
]
class VibratingRectangles {
construct new(width, height) {
Window.title = "Vibrating Rectangles"
Window.resize(width, height)
Canvas.resize(width, height)
_w = width
_h = height
}
init() {
_c = 0
_r = 0
_frame = 0
}
update() {
_frame = _frame + 1
if (_frame == 60) _frame = 0
if (_frame % 15 == 0) {
_r = _r + 1
if (_r > 20) {
_r = 0
_c = (_c + 1) % 8
}
}
}
draw(alpha) {
var x = (_w * (_r + 1) / 50).floor
var y = (_h * (_r + 1) / 50).floor
var w = _w - 2 * x
var h = _h - 2 * y
Canvas.rect(x, y, w, h, Palette[_c])
}
}
var Game = VibratingRectangles.new(500, 500)
X86 Assembly
1 ;Tanslation of XPL0 and EasyLang. A 75-byte program.
2 ;Assemble with: tasm, tlink /t
3 0000 .model tiny
4 0000 .code
5 .386
6 org 100h
7 ;assume: ax=0, bx=0, cx=00FFh, bp=09??h, direction flag is clear
8
9 0100 B0 13 start: mov al, 13h ;set 320x200x8 graphics mode
10 0102 CD 10 int 10h
11 0104 68 A000 push 0A000h ;set segment register to graphics memory
12 0107 07 pop es
13
14 ;ax = misc, color
15 ;bx = size
16 ;cx = loop counter
17 ;dx = delay
18 ;si = direction
19 ;di = pen location
20 ;bp = color
21
22 0108 B4 86 main: mov ah, 86h ;delay 0.2 seconds
23 010A B1 03 mov cl, 3 ;200000 = 30D40h; (ch=0)
24 010C BA 0D40 mov dx, 0D40h
25 010F CD 15 int 15h
26
27 0111 80 EB 02 sub bl, 2 ;Size:= Size - 2
28 0114 7D 06 jge draw ;if Size < 0 then
29 0116 B3 31 mov bl, 49 ; Size:= 49
30 0118 0F AF EB imul bp, bx ;color:= Random; (bh=0)
31 011B 45 inc bp
32 011C draw: ;Move(50-Size, 50-Size)
33 011C 69 FB FEBF imul di, bx, -321 ;di:= 50-Size + (50-Size)*320
34 0120 81 C7 3EB2 add di, 50*321 ;di:= (50-Size)*321
35 ;di:= Size*-321 + 50*321
36 0124 BE 0006 mov si, 3*2 ;set index for dir table
37 0127 8B C5 mov ax, bp ;Line(50-Size, 50+Size, Color);
38 0129 6B CB 02 lin20: imul cx, bx, 2 ;length = Size*2
39 012C AA lin30: stosb ;es:[di++]:= al
40 012D 03 BC 0143r add di, [si+dir] ;next pixel position
41 0131 E2 F9 loop lin30 ;cx--
42 0133 4E dec si
43 0134 4E dec si
44 0135 79 F2 jns lin20
45
46 0137 B4 01 mov ah, 01h ;loop until keystroke
47 0139 CD 16 int 16h
48 013B 74 CB jz main
49
50 013D B8 0003 mov ax, 0003h ;restore normal text-mode screen
51 0140 CD 10 int 10h
52 0142 C3 ret ;return to DOS
53
54 0143 FEBF FFFE 013F 0000 dir dw -320-1, -1-1, 320-1, 1-1 ;directions: up, right, down, left
55 end start
XPL0
Translation of EasyLang.
int Sz, Color;
proc OnTimer;
[Sz:= Sz - 2;
if Sz < 0 then
[Sz:= 49;
Color:= Ran(256);
];
Move(50-Sz, 50-Sz);
Line(50+Sz, 50-Sz, Color);
Line(50+Sz, 50+Sz, Color);
Line(50-Sz, 50+Sz, Color);
Line(50-Sz, 50-Sz, Color);
];
[SetVid($13); \set video to VGA 320x200 in 256 colors
Sz:= 0;
repeat DelayUS(200_000);
OnTimer;
until KeyHit;
]
Yabasic
Width = 300 : Height = 300
open window Width, Height
backcolor 0, 0, 0
clear window
do
color ran(255), ran(255), ran(255)
for sz = 2 to Width step 4
rectangle sz, sz, Width - sz, Height - sz
wait 0.01
next
loop